This is a really interesting post. While the prototype shown in the video is fairly simple, it brings up a lot of possibilities. In particular, it reminds me of conversations I have had in the past concerning "achievements" in video games and th ...
Fascinating post. Shum is an interesting example because of how flexible dance specifically is with regard to entertainment, functioning as the focus of feature films, visual background for live music events, heavily-stylized advertising, and the wide var ...
Great post, Benjamin! These issues of cross audience marketing pop up again in my post tomorrow, which may be telling. Children’s entertainment has always had to deal with appealing to adults in some ways, if only just to keep parents from being bored whe ...
Morgan, I'm with you (and many people are) in finding the girl's performance a little creepy. For me personally, the disembodied hands onscreen that mimic the girl's actual hand movements just serve to reinforce the lack of any real tactile ...
Philip, you bring up another interesting point concerning the wide age variation that, in the ESA document, are all lumped together as simply being under 18 years old. Children in this demographic certainly vary wildly in terms of purchasing power, game ...
Interesting post, Morgan. What I find complicated here is what actually constitutes a children's citizenship, particularly in this case. As you say, children are mostly "marginalized from political citizenship" and have few direct options f ...
Great post, Philip, and love the video. What this post got me thinking about is why metafiction is so common in children's literature as opposed to adult literature. Perhaps this has something to do with metafiction's "playfulness," a ...
As commenter
Achievements, Immersion Potential, "Game-ification" of TV
Transmedia Performance Digitized
Nostalgia & Hand-Crafted Style
Gender Conventions
Child Markets, "Real' Markets, Creepy Boys
Children's Citizenship
Metafiction and Play
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